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Journal : Journal of Multidisciplinary Inquiry in Science, Technology and Educational Research

Peningkatan Kemampuan Berhitung Melalui Media Magic Box Desrianis; Ismet, Syahrul
Journal of Multidisciplinary Inquiry in Science, Technology and Educational Research Vol. 2 No. 1b (2025): NOVEMBER 2024 - JANUARI 2025 (TAMBAHAN)
Publisher : UNIVERSITAS SERAMBI MEKKAH

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32672/mister.v2i1b.3002

Abstract

The background of the research is that children's ability to count is not yet optimal, saying the order of numbers 1-10, matching number symbols with the number of objects and knowing the concept of many and few. The research aims to improve the counting skills of young children through magic box media. The research was a classroom action carried out at the pos Paud Mentari kota Sawahlunto with a total of 8 children, consisting of 5 girls and 3 boys who were the subjects of this research. The methodology used in this classroom action research is descriptive qualitative methodology. The research uses the Kemmis Taggar cycle model which has 2 cycles, namely cycle I and cycle II, where each cycle consists of 4 stages, namely planning, implementation, observation and reflection. Research data was collected in three ways, observation and documentation. The data analysis technique uses percentages in each lesson. Based on the actions taken, the highest score of 82.5% was achieved in children's ability to count using magic box media. From the initial conditions it can be seen that the criteria for developing very well was 12.5%, and increased to 82.5% in cycle II for the criteria "developing very well".
Peningkatan Kemampuan Berhitung Melalui Permainan Wortel Pintar Yullianti, Ria; Ismet, Syahrul
Journal of Multidisciplinary Inquiry in Science, Technology and Educational Research Vol. 2 No. 1b (2025): NOVEMBER 2024 - JANUARI 2025 (TAMBAHAN)
Publisher : UNIVERSITAS SERAMBI MEKKAH

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32672/mister.v2i1b.3008

Abstract

This research aims to improve the numeracy skills of children aged 4-5 years at POS PAUD Ananda, Kota Sawahlunto through the educational game Carrot Pintar. The research method used is Classroom Action Research (PTK) which is carried out in two cycles, each consisting of planning, action, observation and reflection stages. The results of the research show that the Smart Carrot game is effective in improving numeracy skills, which can be seen from the increase in children's average success scores from initial conditions to cycle II. Thus, the Smart Carrot game can be used as an interesting and interactive alternative learning media to improve the numeracy skills of young children.
Peningkataan Motorik Halus Anak Usia Dini Melalui Kegiatan Melipat Kertas Origami Febriyeni; Ismet, Syahrul
Journal of Multidisciplinary Inquiry in Science, Technology and Educational Research Vol. 2 No. 1b (2025): NOVEMBER 2024 - JANUARI 2025 (TAMBAHAN)
Publisher : UNIVERSITAS SERAMBI MEKKAH

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32672/mister.v2i1b.3009

Abstract

This study was motivated by the low fine motor skills of children aged 3-4 years at PAUD Cahaya Ibu in Sawahlunto City. The children appeared to struggle with activities requiring small muscle coordination, such as folding paper, resulting in untidy outcomes and requiring significant assistance from teachers. This research employed Classroom Action Research (CAR) involving 10 children, consisting of 5 boys and 5 girls. The research procedure was conducted in 2 cycles, with each cycle comprising planning, action implementation, observation, and reflection stages. Data were collected through observation, interviews, and documentation techniques and then analyzed descriptively. The research results showed a significant improvement in children's fine motor skills, with 35% of children meeting the "competent" criteria in Cycle I, increasing to 80% in Cycle II. Folding paper origami proved effective in training hand-eye coordination and enhancing children's creativity and independence.
Peningkatan Kreativitas Anak Melalui Permainan Balok Roncean di PAUD Duta Ananda Kota Sawahlunto Yetri; Ismet, Syahrul
Journal of Multidisciplinary Inquiry in Science, Technology and Educational Research Vol. 2 No. 1b (2025): NOVEMBER 2024 - JANUARI 2025 (TAMBAHAN)
Publisher : UNIVERSITAS SERAMBI MEKKAH

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32672/mister.v2i1b.3013

Abstract

The results of field observations at PAUD Duta Ananda Kota Sawahlunto showed that children's creativity at PAUD Duta Ananda Kota Sawahlunto is still relatively incapable. This can be seen from the many children who always do all learning activities that always imitate what is exemplified by the teacher without any creative innovation produced by the children themselves. Some children prefer to play running around, some are more silent and do not want to participate in learning. This study aims to improve the development of children's creativity with Roncean block games at PAUD Duta Ananda Kota Sawahlunto. The type of research used is Classroom Action Research (CAR). The subjects in this study were children at PAUD Duta Ananda Kota Sawahlunto. The study was conducted in a class with 10 students. This study was carried out in several cycles consisting of four main stages: planning, implementing actions, observation, and reflection. Based on the research conducted, it was found that children's creativity increased through the roncean block game activities that had been carried out, which were assessed from the children's ability to express the creativity of the block ideas they formed according to their ideas in the fluency indicator, the results increased from 20% to 80%. Children's ability to move their hands quickly in arranging the roncean block game on the flexibility indicator increased from 20% to 80%. Children's ability to arrange blocks according to the desired shape imagination on the originality indicator increased from 10% to 70%. Children's ability to explain objects around them that have the same shape as the arrangement of blocks they arrange on the elaboration indicator increased from 10% to 70%.
Peningkatan Motorik Kasar Melalui Permainan Ucak Inovatif Putri Ramadhani, Selmita; Ismet, Syahrul
Journal of Multidisciplinary Inquiry in Science, Technology and Educational Research Vol. 2 No. 1b (2025): NOVEMBER 2024 - JANUARI 2025 (TAMBAHAN)
Publisher : UNIVERSITAS SERAMBI MEKKAH

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32672/mister.v2i1b.3014

Abstract

Learning was more focused on fine motor development, while gross motor learning received less attention and teaching methods related to gross motor skills in children were carried out monotonously which made children bored with the activity. This study aims to determine the improvement of children's gross motor skills through innovative ucak games at Taman Kanak-kanak Harapan Bunda Kecamatan Talawi Kota Sawahlunto. The type of research used was Classroom Action Research (CAR). The subjects in this study were children at Taman Kanak-kanak Harapan Bunda Kecamatan Talawi Kota Sawahlunto. The study was conducted in a class with 10 students. This study was carried out in several cycles consisting of four main stages: planning, implementing actions, observation, and reflection. Based on the results of the study, the results of innovative ucak games were able to improve children's gross motor skills as seen from the following assessments: Children's ability to pass through the game track by walking and tiptoeing has increased from the previous percentage of only 2% to 80%. The child's ability to jump according to the exemplified movements increased from 20% to 90%. The child's ability to maintain balance while jumping increased from 10% to 80%. The child's ability to throw objects according to the target box pattern in the game increased from 20% to 80%. The child's ability to move quickly and flexibly during the game increased from 10% to 80%.